

I Play Conquest Just To Avoid Basecaps, Anyone Else?
#41
Posted 29 April 2013 - 11:00 AM
#42
Posted 29 April 2013 - 11:06 AM
Many of us have no interest in playing "find the shutdown raven" on a map like Torumaline or Alpine.
Many of those same people start laughing hysterically everytime a "cap-whine" thread comes up.
People whine on Assault about getting capped, because they were too lazy or stupid to defend their own base.
Many of thje same people whine about losing to cap on conquest, because they are still being lazy and stupid, allowing the other team to take 4 or even 5 bases and stand around sitting on their thumbs behind a ridge ("No, I`m a Range support Dragon, I don`t cap bases" *facepalm*). Then they whine even harder when it 7:0 but they`re already down 650 resources.
Bottom line: If your plan and tactics allow for the round to be won by a single light running round doing nothing but capping and smoking a cigar, your plan and tactics suck ***, and need to be adapted.
Funny how you never see whine threads about IEDs, campers, snipers, and guerrilla tactics on Military forums... probably because anybody that has spent even 5 minute in any sort of active unit quickly learns how to differentiate between personal failboating and "unrealistic objectives". A lot of people here would benefit from exactly that knowledge.
I don`t think it`s in any way coincidental that the people that almost never lose to cap are the same people that cap what they cam, when they can. It`s called "understanding your mission objectives".
Others harp on realism (It shouldn`t be that easy / you should have to destroy something), usually the same ones that complain about capping.... what exactly is realistic about standing out in the open waiting to get shot when all you really need to do is drive over to the left, get out, shoot a scientist, and grab his birefcase? 99.9% of the military units in this dimension or any other dimension understand the laws of attrition, and don`t engage in unnecessary combat when the objectives can be acueved more easily and more importantly safely.
Don`t get me wrong, I understand people not wanting to play mode X for reason Y, and it`s their good right, just as it is mine to say no to TDM.. But the problem is usually not the game mode, it`s that people don`t understand how it works and what to do to guarantee a win, and can`t be arsed with self reflection because it might mean they`re doing something wrong. Which in fact, they are.
What makes me laugh the hardest is teh "one soloist capping". If youprople could reatd the other team`s chat, youd find that that is very often the TEAMS idea....So that Solist is in fact the real team player, as opposed to the jumpsniper that can`t be arsed to move, focus fire, or turn around when he heasrt "base is being captured". Who`s really being a soloist in that situation, the guy doing what the team wants or the guy opening up his kill and dmg stats after the match and *********** to them?

The pseudo gladiators and 1337 sN1p3r5 will get their arena soon enough, and then the brawlers will be whining about the snipers and the snipers will be whining about the brawlers. Same ****, different day, still caused by ego-driven agendas of people incapable of self reflection and adaptation that want their own personal easymode, becasue they`re so 1337 that it`s embarassing for them to be tactically bested in 9/10 matches.
In closing, food for thought: One definition of insanity is doing the exact same thing over and over again buit expecting different results.

Edited by Zerberus, 29 April 2013 - 11:20 AM.
#43
Posted 29 April 2013 - 11:25 AM
Edited by XM15, 29 April 2013 - 11:27 AM.
#44
Posted 29 April 2013 - 11:32 AM
"Hey guys, I realize caps bother a portion of our player base, why don't you guys continue to brainstorm some ideas to fix it. I can't promise anything will happen, but we'll definitely keep an eye on the thread.
To give you some of the statistics we're seeing, only 19% of assault games end with caps. So I'm not sure we're seeing a wide spread problem".
Done.
And then maybe send that guy, who's job it is to be the community manager to spend 10-15 minutes replying in the thread, maybe expand on those statistics a bit.
#45
Posted 29 April 2013 - 12:19 PM
#46
Posted 29 April 2013 - 12:24 PM
#47
Posted 29 April 2013 - 01:30 PM
Homeless Bill, on 23 April 2013 - 04:38 PM, said:
Sad to say but there is, and will never be, any such thing. If they ever were to make a team deathmatch you will inevitably see a light mech taking off and shutting down rather than be destroyed. Resulting in everyone else sitting around waiting for the timer to expire.
And if you think it is boring now watching all the snipe warriors in defensive position, think about how much worse it will be when you cannot force them to move by capping.
In other words, complain all you want about objectives, but not having them causes more problems than it solves.
Aloha, on 25 April 2013 - 01:07 PM, said:
What's the percentage of Assault ending in Base Caps with NO damage done by either side?
I suspect very low. I've had it happen twice since January.
#49
Posted 29 April 2013 - 01:48 PM
#50
Posted 29 April 2013 - 01:48 PM
Bryan Ekman, on 25 April 2013 - 11:30 AM, said:
Yes. But, now please post what % of base cap wins Alpine and Tourmaline have compared to the others. I suspect it will be MUCH MUCH higher.
#51
Posted 29 April 2013 - 01:56 PM
Zerberus, on 29 April 2013 - 11:06 AM, said:

You just saying this because Joe Rogan said it during the UFC 159 PPV Saturday night?
#52
Posted 29 April 2013 - 03:05 PM
sometimes just asking them to not cap works
#53
Posted 29 April 2013 - 03:09 PM
7 minute timer wherein the map's center point cannot be captured, then victory goes to the team that captures the point or destroys all enemy mechs.
#54
Posted 29 April 2013 - 03:14 PM
#55
Posted 29 April 2013 - 06:29 PM
Once the brawl starts, I'll almost always try to join in ... that's where the real fun is.
However, if I'm the only light ... going back to defend our base is a major gamble, unless I've got back-up coming, it's as likely as not that I'll find myself outnumbered or seriously outgunned ... and I won't be able to report back until the engagement is over, one way or another (a typing light pilot is a dead light pilot).
From what I understand, the concern (some would say problem) is rushing straight to base capping, particularly on Alpine and Tourmaline. It can be a minor nuisance on Frozen City and River City, if each team goes different directions and never meets, but I don't think that's the real issue ... it's the big maps, where one unnoticed light 'mech can circle around and cap the base before someone with moderate speed can get back to break the capture.
This is a big assumption ... but let's assume that the most of the light 'mech pilots are like me and just want to contribute to their team's win (by forcing the opposition to break their lines), and they're not doing it specifically to ruin your fun.
So, how do we enable the light 'mech pilot (who might be the only light in the group of PUGs) to contribute, when the opposition, and the rest of his team, are nothing but heavy and assault direct fire snipers and brawlers?
When LRMs were more common, TAG helped, but TAG's maximum range is inside the normal sensor package's range (and 700m snipes with ERPPCs are not unusual) ... it's not as effective as it could be. Even with BAP and Advanced Sensor Range, the sight lines on Tourmaline pretty much require you to be within 800m to get an effective target lock (assuming no ECM). On Alpine, most scouting is visual ... you can spot mechs almost 2000m away, so scouts are only really useful until the fighting starts.
I think that if TAG could be used to relay sensor information from a less risky distance (say, 1200m) it would more effectively help counter ECM and would make scouts more effective, and maybe less likely to just rush a base cap (which isn't , in my opinion, particularly fun).
Edit: formatting to make it easier to read.
Edited by Kageru Ikazuchi, 29 April 2013 - 06:31 PM.
#56
Posted 29 April 2013 - 06:37 PM
#57
Posted 29 April 2013 - 07:21 PM
Zerberus, on 29 April 2013 - 11:06 AM, said:
Many of us have no interest in playing "find the shutdown raven" on a map like Torumaline or Alpine.
then dont.
hey that was easy wasnt it?
We can already opt out of game modes, why would you think it will be different later on?
#58
Posted 30 April 2013 - 05:38 AM
Throw a 10 minute timer on it. And most mechs alive wins. If it's 1 v 1 at the end, have damage done or something like that be the tie breaker.
#60
Posted 30 April 2013 - 05:44 PM
I PUG, thats probably why. I have witnessed so much, just, BAD play on conquest mode- and i dont mean like "lurn to aimz n00b" I mean, players are COMPLETELY OBLIVIOUS to what is happening to their team. it's like they are robots programmed to one function, fight or cap, stuck with other robots with the opposing function, with 2 or 3 left over that are trying to help the two sides coordinate. I watch helplessly as the other team(sometimes my team though, but seems like not usually, i blame my no voice chat pugging for this) stays reletively close to one another, with one or two lights or a med going off to cap a point. my team? Runs in 5 directions, and i find out after we get 3/4 of the team blown away trying to flank or cap at least 2 points that one or two of the "cap bots" are like 55kph jager or phract, or my favorite, a 47kph stalker one time. When your team is like this, you can't win. It is so annoying to have an excellent game with one other team mate, and the other 6 couldnt cap enough to get half way to a win, and end up with like 47 dmg because they stroll in to cap a point and 5 of the enemy are there to greet them. Or they try to cap, because OMG it's 6 againts 2! and now cap is the only option, and of course there is no way to hold enough cap points to win when it is 6 vs 2, and they die horrid deaths.
At least in assault most of my contribution counts in the end, and a cap just means the game is over so I can start a new one. Cap inevitable? Time to roll out like Optimus Prime and go out in grand style.
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